Melty Blood/MBAACC/Len/Crescent Moon: Difference between revisions
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[http://mbaacc.melty.games/?p1moon=c&p1char=len C-Len Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=c&p1char=len C-Len Match Video Database]<br> | ||
== Players | == Notable Players == | ||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=c&p1char=len&p1name=Limescale Limescale<br>(Limescale#9166)] || style="text-align:center;"| | |||
[[File:Len Color20.png]] | |||
| North America || Netplay || Inactive || Solid NA player. Favors a defensive playstyle. | |||
|- | |||
| [http://mbaacc.melty.games/?p1moon=c&p1char=len&p1name=pouru%20(ポール) pouru<br>(ポール)] || style="text-align:center;"| | |||
[[File:Len Color26.png]] | |||
| Japan || A-cho, KorewaMelty || Inactive || | |||
|} | |||
== Overview == | == Overview == | ||
Line 23: | Line 31: | ||
*Black cats and neco rockets give her solid screen control. | *Black cats and neco rockets give her solid screen control. | ||
*Tricky neutral and okizeme with feints and teleports. | *Tricky neutral and okizeme with feints and teleports. | ||
*Good meter gain | *Good meter gain and no shortage of ways to utilize it. | ||
* | *Scary offense thanks to a comboable throw and versatile fuzzy overhead setups. | ||
*Catwalk will low profile projectiles, poorly-spaced jump ins and even some standing normals. | |||
* | |||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
Line 33: | Line 39: | ||
*Low health and mediocre damage. | *Low health and mediocre damage. | ||
*Slow ground movement, ground normals are very punishable on whiff. | *Slow ground movement, ground normals are very punishable on whiff. | ||
*Lackluster | *Lackluster pressure that tends to lose to EX guard and jump outs. | ||
*No invincible reversal if disregarding her awful 623C. | *No invincible reversal if disregarding her awful 623C. | ||
* | *Has difficulty converting off of stray hits in neutral. | ||
|} | |} | ||
<br> | <br> | ||
== General Gameplan == | == General Gameplan == | ||
Place text here* | Place text here* | ||
Line 86: | Line 92: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=1 (2) 5 | |active=1 (2) 5 | ||
|recovery=5 | |recovery=5 | ||
Line 110: | Line 116: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active={{Tooltip | text=8| hovertext=2, 3, 3}} | |active={{Tooltip | text=8| hovertext=2, 3, 3}} | ||
|recovery=10 | |recovery=10 | ||
|frameAdv={{Tooltip | text= | |frameAdv={{Tooltip | text=-1| hovertext=-6, -4, -1}} | ||
|invuln= | |invuln= | ||
|description=Mid-range 3-hit swipe. Very active, your go-to move for covering | |description=Mid-range 3-hit swipe. Very active, this is your most reliable meaty and your go-to move for covering ground techs. Its quick startup and long range + disjoint also make it useful as a poke, though it tends not to lead directly into anything. Due to collision box shenanigans, she can push herself out of the way of an opponent's heat and make it whiff. | ||
}} | }} | ||
}} | }} | ||
Line 134: | Line 140: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=5 (11) 3 (1) 4| hovertext=2, 3 (11) 2, 1 (1) 4}} | |active={{Tooltip | text=5 (11) 3 (1) 4| hovertext=2, 3 (11) 2, 1 (1) 4}} | ||
|recovery=16 | |recovery=16 | ||
Line 159: | Line 165: | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=4 | ||
|active=3 | |active=3 | ||
|recovery=9 | |recovery=9 | ||
Line 183: | Line 189: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
Line 207: | Line 213: | ||
|cancel=- | |cancel=- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=14 | ||
|active=7 | |active=7 | ||
|recovery=17 | |recovery=17 | ||
Line 232: | Line 238: | ||
|cancel=SE, N, SP, EX, J | |cancel=SE, N, SP, EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
Line 256: | Line 262: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=8 | |active=8 | ||
|recovery=- | |recovery=- | ||
Line 280: | Line 286: | ||
|cancel=N, SP, EX, J | |cancel=N, SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
Line 307: | Line 313: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=20 | |recovery=20 | ||
Line 322: | Line 328: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=22 | ||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 346: | Line 352: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=6 | ||
|active=7 | |active=7 | ||
|recovery=24 | |recovery=24 | ||
|frameAdv=-13 | |frameAdv=-13 | ||
|invuln=- | |invuln=- | ||
|description=Non-fakeout version of 2C. Has a quick | |description=Non-fakeout version of 2C. Has a quick 6f startup, moves Len forward and even low profiles to some degree. Launches on hit which means trades almost always favor her, and being a command normal means you can buffer it for consistent reversal timing. Amazing button that should be used often both during and under pressure, but it's horribly unsafe to whiff so be careful. Most characters can readily punish it by backdashing if it's used to frametrap midscreen. The cancel window is fairly late which takes getting used to, and it makes 3C > 5C feel like a link. | ||
}} | }} | ||
}} | }} | ||
Line 370: | Line 376: | ||
|cancel=- | |cancel=- | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=4 (6) 4| hovertext=2, 2 (6) 2, 2}} | |active={{Tooltip | text=4 (6) 4| hovertext=2, 2 (6) 2, 2}} | ||
|recovery=- | |recovery=- | ||
Line 382: | Line 388: | ||
===== <span class="invisible-header">Ground Throw</span> ===== | ===== <span class="invisible-header">Ground Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenthrow.png | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
Line 395: | Line 401: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
Line 406: | Line 412: | ||
===== <span class="invisible-header">Air Throw</span> ===== | ===== <span class="invisible-header">Air Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenairthrow.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
Line 419: | Line 425: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
Line 430: | Line 436: | ||
===== <span class="invisible-header">Shield Bunker</span> ===== | ===== <span class="invisible-header">Shield Bunker</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_Bunker.png | ||
|caption= | |caption= | ||
|name=Shield Bunker | |name=Shield Bunker | ||
Line 444: | Line 450: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 459: | Line 465: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 470: | Line 476: | ||
===== <span class="invisible-header">Heat</span> ===== | ===== <span class="invisible-header">Heat</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_Heat.png | ||
|caption= | |caption= | ||
|name=Heat | |name=Heat | ||
Line 483: | Line 489: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-21 | |invuln=Full 1-21 | ||
|description= | |description=Len steps forward and pushes her otherwise average heat hitbox out pretty far. | ||
}} | }} | ||
}} | }} | ||
Line 494: | Line 500: | ||
===== <span class="invisible-header">Circuit Spark</span> ===== | ===== <span class="invisible-header">Circuit Spark</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenspark.png | ||
|image2=Lensparkair.png | |||
|name=Circuit Spark | |name=Circuit Spark | ||
|linkname=Circuit Spark | |linkname=Circuit Spark | ||
Line 508: | Line 515: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 523: | Line 530: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 531: | Line 538: | ||
}} | }} | ||
}} | }} | ||
=== Special Moves === | === Special Moves === | ||
Line 581: | Line 587: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=19 | ||
|active=8 | |active=8 | ||
|recovery=26 | |recovery=26 | ||
Line 595: | Line 601: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=45 | ||
|active=8 | |active=8 | ||
|recovery=8 | |recovery=8 | ||
Line 610: | Line 616: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=17 | ||
|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
Line 624: | Line 630: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=33 | ||
|active={{Tooltip | text=10| hovertext=Two 8f icicles, the second first active on active frame 3.}} | |active={{Tooltip | text=10| hovertext=Two 8f icicles, the second first active on active frame 3.}} | ||
|recovery=23 | |recovery=23 | ||
Line 639: | Line 645: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+14 | ||
|active={{Tooltip | text=17| hovertext=2 x7, 3}} | |active={{Tooltip | text=17| hovertext=2 x7, 3}} | ||
|recovery=18 | |recovery=18 | ||
Line 652: | Line 658: | ||
===== <span class="invisible-header">623X</span> ===== | ===== <span class="invisible-header">623X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_623AB.png | ||
|caption=A | |image2=CLen_623AB~A.png | ||
|caption2= | |image3=CLen_623C.png | ||
|caption=A/B | |||
|caption2=~A | |||
|caption3=EX | |caption3=EX | ||
|name=London Rondo | |name=London Rondo | ||
Line 668: | Line 676: | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17 (7) 3| hovertext=6, 6, 5 (7) 3}} | |active={{Tooltip | text=17 (7) 3| hovertext=6, 6, 5 (7) 3}} | ||
|recovery=14 | |recovery=14 | ||
Line 683: | Line 691: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17 (15) 17 (11) 2| hovertext=6, 6, 5 (15) 6, 6, 5 (11) 2}} | |active={{Tooltip | text=17 (15) 17 (11) 2| hovertext=6, 6, 5 (15) 6, 6, 5 (11) 2}} | ||
|recovery=9 | |recovery=9 | ||
Line 698: | Line 706: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=7 | ||
|active={{Tooltip | text=17| hovertext=6, 6, 5}} | |active={{Tooltip | text=17| hovertext=6, 6, 5}} | ||
|recovery=21 | |recovery=21 | ||
Line 707: | Line 715: | ||
If you do the second spin (~A) there's a gap between the last hit of the spin and the kick finisher on block, so it's vulnerable to reversals and shields but otherwise it's slightly plus. If you cancel the spin (~B), you're a little bit unsafe. Players anticipating the cancel can fuzzy mash when the kick would normally come out, but doing so will cause them to get hit by a second spin (~A). It's actually possible to squeeze in a reversal before the regular variant's kick if you EX guard the last spin hit, but the resulting window is only a frame. | If you do the second spin (~A) there's a gap between the last hit of the spin and the kick finisher on block, so it's vulnerable to reversals and shields but otherwise it's slightly plus. If you cancel the spin (~B), you're a little bit unsafe. Players anticipating the cancel can fuzzy mash when the kick would normally come out, but doing so will cause them to get hit by a second spin (~A). It's actually possible to squeeze in a reversal before the regular variant's kick if you EX guard the last spin hit, but the resulting window is only a frame. | ||
On hit, you can either cancel the kick into 623C to deal extra damage and send the opponent far away, or | On hit, you can either cancel the kick into 623C to deal extra damage and send the opponent far away, or mash 2/5A afterwards. Since you're 0 on hit, your opponent could also mash and potentially win, but you're more likely to have the timing down than they are. On block however it's -2 and you're unfortunately right in your opponent's face, making your options after risky. The safest thing to do is backdash, but you could also push your luck and mash versus characters with slower buttons like Nero and Ryougi, or even try something like heat if the opponent is cornered. Your RPS options will vary a lot depending on who you're fighting, but generally they aren't worthwhile. | ||
This move is best used defensively, utilizing the low invuln from frame 4 onwards to blow through gaps in pressure and resets. It's pretty easy to confirm into 623C on hit, and on block you'll still have pushed yourself well out of the corner even if you let the opponent take their turn. You can also rondo at someone while a black cat is following behind you, forcing them to respect your mash afterwards. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 717: | Line 727: | ||
|cancel=-CH- | |cancel=-CH- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17 (11) 3| hovertext=6, 6, 5 (11) 3}} | |active={{Tooltip | text=17 (11) 3| hovertext=6, 6, 5 (11) 3}} | ||
|recovery=24 | |recovery=24 | ||
Line 732: | Line 742: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17 (16) 17 (11) 2| hovertext=6, 6, 5 (16) 6, 6, 5 (11) 2}} | |active={{Tooltip | text=17 (16) 17 (11) 2| hovertext=6, 6, 5 (16) 6, 6, 5 (11) 2}} | ||
|recovery=9 | |recovery=9 | ||
Line 747: | Line 757: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=17| hovertext=6, 6, 5}} | |active={{Tooltip | text=17| hovertext=6, 6, 5}} | ||
|recovery=21 | |recovery=21 | ||
Line 762: | Line 772: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=2+ | |startup=2+4 | ||
|active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | |active={{Tooltip | text=24 (11) 9| hovertext=3 x8, (11) 9}} | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-16 | |frameAdv=-16 | ||
|invuln=Full 1-5, Low 6-29 | |invuln=Full 1-5, Low 6-29 | ||
|description=The EX version has full invulnerability on startup and the last hit wallslams. It's horribly unsafe on block, and when used as a reversal it | |description=The EX version has full invulnerability on startup and the last hit wallslams. It's horribly unsafe on block, and when used as a reversal it tends to trade very unfavorably (versus anything it can't low crush) since she's considered airborne after the invuln ends. Mainly useful as a confirm off of her 623A, and it can be followed up in the corner with 5A similarly to her 623B. | ||
}} | }} | ||
}} | }} | ||
Line 776: | Line 786: | ||
|caption=A | |caption=A | ||
|name=Grass Grass Tea Time | |name=Grass Grass Tea Time | ||
|linkname= | |linkname=214A/B | ||
|input= | |input=214A/B | ||
|data= | |data= | ||
{{AttackData-MB-Simple | {{AttackData-MB-Simple | ||
Line 790: | Line 800: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=28 | ||
|active=1 | |active=1 | ||
|recovery=11 | |recovery=11 | ||
Line 825: | Line 835: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=144 | |active=144 | ||
|recovery=- | |recovery=- | ||
Line 845: | Line 855: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=28 | ||
|active=1 | |active=1 | ||
|recovery=11(+16) | |recovery=11(+16) | ||
Line 864: | Line 874: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=384 | |active=384 | ||
|recovery=- | |recovery=- | ||
Line 877: | Line 887: | ||
|cancel=- | |cancel=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=19 | ||
|active=325 | |active=325 | ||
|recovery=- | |recovery=- | ||
Line 898: | Line 908: | ||
|cancel=- | |cancel=- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=28 | ||
|active=22, (30), 6, [(3), 3]xN | |active=22, (30), 6, [(3), 3]xN | ||
|recovery=11 | |recovery=11 | ||
Line 909: | Line 919: | ||
===== <span class="invisible-header"">421X</span> ===== | ===== <span class="invisible-header"">421X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clen421a.png | ||
|caption= | |image2=Clen421b.png | ||
|image3=Clen421c.png | |||
|caption=A | |||
|caption2=B | |||
|caption3=C | |||
|name=Pretty Walk | |name=Pretty Walk | ||
|linkname=421X | |linkname=421X | ||
Line 970: | Line 984: | ||
===== <span class="invisible-header"">421D</span> ===== | ===== <span class="invisible-header"">421D</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=CLen_421D.png | ||
|caption= | |caption= | ||
|name=Divine Punishment | |name=Divine Punishment | ||
Line 983: | Line 997: | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=42 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|invuln=High 6-71 | |invuln=High 6-71 | ||
|description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if | |description=Starts out like 421A, but summons a huge hammer for a slow overhead. Launches on hit and can be used after 2B as an OTG relaunch. Most often looped to set up the hard knockdown from her metered combos. Because most of the startup resembles her 421A teleport, if your opponent is conditioned to look for that they may be caught off guard despite its slow speed. Though it's -2 on block, you can frametrap fairly reliably with 3C if spaced properly. Surprisingly effective at low profiling DPs. | ||
}} | }} | ||
}} | }} | ||
Line 994: | Line 1,008: | ||
===== <span class="invisible-header"">63214C</span> ===== | ===== <span class="invisible-header"">63214C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clen624c.png | ||
|caption= | |caption= | ||
|name=Powder Snow | |name=Powder Snow | ||
Line 1,007: | Line 1,021: | ||
|cancel= | |cancel= | ||
|guard={{Tooltip | text=N/A*| hovertext=Only connects on opponents in hitstun.}} | |guard={{Tooltip | text=N/A*| hovertext=Only connects on opponents in hitstun.}} | ||
|startup= | |startup=32 | ||
|active=X {{Tooltip | text=398| hovertext=Orb duration.}} | |active=X {{Tooltip | text=398| hovertext=Orb duration.}} | ||
|recovery=11 | |recovery=11 | ||
Line 1,021: | Line 1,035: | ||
===== <span class="invisible-header"">j.236X</span> ===== | ===== <span class="invisible-header"">j.236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=Clenj236A.png | ||
|caption= | |image2=Clenj236b.png | ||
|image3=ClenBEj236b.png | |||
|image4=Clenj236c.png | |||
|caption=A | |||
|caption2=B | |||
|caption3=[B] | |||
|caption4=C<br>7 EX icicles spawn on random times at random locations. | |||
|name=Fleur Freeze (Air) | |name=Fleur Freeze (Air) | ||
|linkname=j.236X | |linkname=j.236X | ||
Line 1,038: | Line 1,058: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,053: | Line 1,073: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=12 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,068: | Line 1,088: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=28 | ||
|active=8 | |active=8 | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,083: | Line 1,103: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+9 ~ | |startup=1+9 ~ 10 | ||
|active={{Tooltip | text=~18| hovertext=Variable total active frames. Randomly spawns 7 icicles active for 8 frames each.}} | |active={{Tooltip | text=~18| hovertext=Variable total active frames. Randomly spawns 7 icicles active for 8 frames each.}} | ||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | ||
Line 1,107: | Line 1,127: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=8+ | |startup=8+11 | ||
|active=X | |active=X | ||
|recovery=41 | |recovery=41 | ||
Line 1,120: | Line 1,140: | ||
=== Another Arc Drive === | === Another Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=Lenaad.png | ||
|image2=Lenaad2.png | |||
|caption= | |caption= | ||
|name=Ephemeral Dream | |name=Ephemeral Dream | ||
Line 1,133: | Line 1,154: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=4+ | |startup=4+2 | ||
|active=X | |active=X | ||
|recovery=86 | |recovery=86 | ||
|frameAdv=-35 (min) | |frameAdv=-35 (min) | ||
|invuln=Full 1-13 | |invuln=Full 1-13 | ||
|description=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it may leave a small gap behind them. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give | |description=Fires a fast, unshieldable orb. On hit, goes into a cutscene of Len changing to a random costume dealing a series of blows onto the opponent in the dark. If performed on a cornered opponent, it may leave a small gap behind them. NOTE, Holding a button after Another Arc Drive hits will guarantee a costume in the cutscene. Holding A will give pajamas, B will give swimsuit, C will give waitress and D will give yukata. Don't tell nobody else. | ||
}} | }} | ||
}} | }} | ||
Line 1,144: | Line 1,165: | ||
=== Last Arc === | === Last Arc === | ||
{{MoveData | {{MoveData | ||
|image= | |image=LenLA.png | ||
|caption= | |caption= | ||
|name=Cream Puff Dream REM | |name=Cream Puff Dream REM | ||
Line 1,167: | Line 1,188: | ||
<br> | <br> | ||
== Combos == | == Combos == | ||
{{ComboLegend-MB}} | {{ComboLegend-MB}} | ||
All | All 'normal starter' combos can begin with As unless stated otherwise. | ||
<br>They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route. | <br>They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route. | ||
Line 1,176: | Line 1,198: | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | |||
|condition=Throw starter, corner | |||
|character= | |||
|damage= 2550 | |||
|metergen= 58.0 | |||
|metero= 18.5 | |||
|link= | |||
|input=* '''Throw''' > 5A(1) > 5C(4) > '''Air Ender''' (j.BC > j.BC > AT) | |||
|simput= | |||
|note=The most basic throw combo. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Throw starter, corner, '''Metered''' (100%) | |||
|character= | |||
|damage= 3341 | |||
|metergen= -36.9 | |||
|metero= 35.7 | |||
|link= | |||
|input=* '''Throw''' > 5A(1) > 5C(4) > '''236C Ender''' (Damage route) | |||
|simput= | |||
|note=Simple metered throw combo. You can go into 236C off an earlier hit of 5C if you're concerned about height, but if you cancel into 236C between hits rather than with one, the opponent may be able to tech out. | |||
}} | |||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= 3924 | ||
|metergen= | |metergen= 69.0 | ||
|metero= | |metero= 21.8 | ||
|link= | |link= | ||
|input=* '''5C'''(4) > 2B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | |input=* '''5C'''(4) > 2B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | ||
Line 1,190: | Line 1,234: | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= 4221 | ||
|metergen= | |metergen= 80.5 | ||
|metero= | |metero= 25.2 | ||
|link= | |link= | ||
|input=* '''5C'''(4) > 2B > (delay) 5B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | |input=* '''5C'''(4) > 2B > (delay) 5B > 4B > '''Air Ender''' (j.BC > j.BC > AT) | ||
Line 1,201: | Line 1,245: | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage= | |damage= 4508 | ||
|metergen= | |metergen= 75.5 | ||
|metero= | |metero= 23.7 | ||
|link= | |link= | ||
|input=* '''5B'''(3) > 3C > 5C(4) > '''Air Ender''' (j.BC > j.BC > AT) | |input=* '''5B'''(3) > 3C > 5C(4) > '''Air Ender''' (j.BC > j.BC > AT) | ||
Line 1,212: | Line 1,256: | ||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |condition=Normal starter, grounded opponent, '''Metered''' (100%) | ||
|character= | |character= | ||
|damage= | |damage= 4777 | ||
|metergen= | |metergen= 25.9 | ||
|metero= | |metero= 39.0 | ||
|link= | |link= | ||
|input=* '''5C'''(4) > 2B > 4B > '''236C Ender''' (Damage route) | |input=* '''5C'''(4) > 2B > 4B > '''236C Ender''' (Damage route) | ||
Line 1,223: | Line 1,267: | ||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |condition=Normal starter, grounded opponent, '''Metered''' (100%) | ||
|character= | |character= | ||
|damage= | |damage= 5041 | ||
|metergen= | |metergen= -28.4 | ||
|metero= | |metero= 38.3 | ||
|link= | |link= | ||
|input=* '''5B'''(3) > 3C > 5C(1) > '''236C Ender''' (Damage route) | |input=* '''5B'''(3) > 3C > 5C(1) > '''236C Ender''' (Damage route) | ||
Line 1,272: | Line 1,316: | ||
=== Advanced combos === | === Advanced combos === | ||
The | The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work. | ||
<br>[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos. | <br>[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos. | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
Line 1,279: | Line 1,323: | ||
|condition=[1] Normal starter, grounded opponent, corner | |condition=[1] Normal starter, grounded opponent, corner | ||
|character= | |character= | ||
|damage=~ | |damage=~4900 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* '''5C(4) > 4B > | |input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''Air Ender''' (j.BC > j.BC > AT) | ||
|simput= | |simput= | ||
|note=Single rep of Len's air throw loop. This tacks on a respectable amount of damage without taxing your execution too much. Can be started from 5B > 3C > 5C(1) as well. | |note=Single rep of Len's air throw loop. This tacks on a respectable amount of damage without taxing your execution too much. Can be started from 5B > 3C > 5C(1) as well. | ||
Line 1,294: | Line 1,338: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* '''5C(4) > 4B > | |input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > j.A > j.66 > (delay) AT > 5A > '''2B'' | ||
|simput= | |simput= | ||
|note=Full airthrow loop ending on a hard knockdown from 2B. Each post-AT 5A pickup is a 2f link on everyone except Aoko, in which case it is 3f. Very difficult, but still practical off a good starter. | |note=Full airthrow loop ending on a hard knockdown from 2B. Each post-AT 5A pickup is a 2f link on everyone except Aoko, in which case it is 3f. Very difficult, but still practical off a good starter. A large chunk of the damage from these loops is lost by omitting the airthrow ender. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=[1] Normal starter, grounded opponent, corner | |condition=[1] Normal starter, grounded opponent, corner | ||
|character= | |character= | ||
|damage=~ | |damage=~6000 | ||
|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=* '''5C(4) > 4B > | |input=* '''5C(4) > 4B >''' '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.B > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''「'''j.A > j.66 > (delay) AT > 5A > 4B > 2A(w)'''」''' > '''Air Ender''' (j.ABC > j.BC > AT) | ||
|simput= | |simput= | ||
|note=Full airthrow loop with an airthrow ender instead for more damage. You can cut out any of the bracketed reps and still have a functioning combo, so execute according to taste. | |note=Full airthrow loop with an airthrow ender instead for more damage. You can cut out any of the bracketed reps and still have a functioning combo, so execute according to taste. As hitstun decays over the course of the loop, 2A(w) > j.A will become noticeably easier to land compared to j.B for a trivial loss of damage. | ||
}} | }} | ||
}} | }} | ||
Line 1,317: | Line 1,361: | ||
|condition=Normal starter, grounded opponent, '''Metered''' (100%) | |condition=Normal starter, grounded opponent, '''Metered''' (100%) | ||
|character= | |character= | ||
|damage= | |damage=4515 | ||
|metergen= | |metergen=-42 | ||
|metero= | |metero=31.9 | ||
|link= | |link= | ||
|input=* '''5C(4)''' > 2B > 4B > (delay) 236C > 236[A] > 421D > 2B > 421D > 2B > 421D > '''2B'' | |input=* '''5C(4)''' > 2B > 4B > (delay) 236C > 236[A] > 421D > 2B > 421D > 2B > 421D > '''2B'' |
Latest revision as of 03:29, 12 August 2023
Character Page Progress
This page is a translation from the French wiki BasGrosPoing.
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Limescale (Limescale#9166) |
North America | Netplay | Inactive | Solid NA player. Favors a defensive playstyle. | |
pouru (ポール) |
Japan | A-cho, KorewaMelty | Inactive |
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
Place text here*
Neutral
Place text here*
Pressure
5C (any number of hits) > 2A (hopefully whiffed) is her bread and butter. From here you can attempt to dash up and reset the sequence with a 5A, or try to catch the opponent mashing with 5B/5C/3C and confirm off of that. Instant airdash jB/jC can also reset while doubling as a fuzzy overhead setup, but both are easily stuffed by 5As. You can j7 > j9 > airdash instead to go over their mash, but expending all of your movement options makes you easily shielded or DP'd. You may want to simply j9 > jC (or j2C) and try to react to whatever the opponent does.
5A is good for tick throwing, but it's somewhat difficult to stay in your opponent's face long enough to threaten with this often. More on throw setups in a future section.
5C (first hit) done from close to max range > 2C can loop back into itself and will bully characters with slow As. Otherwise, 2C > 3C is usually still a potent frametrap.
236A/B can also be used to safely end your pressure. 236A is massively plus when charged and hits low regardless, which catches a lot of players off guard, but a prepared opponent can easily jump before you get a chance to finish it. 236B is safer on block and charges faster, catching jumpers with its second upward-hitting icicle as a bonus, but it hits mid and can't be EX cancelled like the A version.
623A will close the gap and leave you at -2 if you do no followups, which can be ok or bad depending on the matchup (aka bullying of slow A-havers). More details to come in a future section.
Okizeme
Place text here
Defense
EX guard, 3C and Heat are your friends.
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5B
5B
5B |
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5C
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
4B
4B
4[B] |
---|
3C
j.2C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Special Movement
Catwalk
(Catwalk)
[3] |
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Grounded Specials
236X
Fleur Freeze 236A/[A]/B/[B]/C A A B B [B] [B] EX EX
|
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623X
A/B A/B ~A ~A EX EX
|
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214X
Grass Grass Tea Time 214A/B A A
|
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B B
|
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Neco Rocket 214C (No EX) Nya nya nya... Nya nya nya...
|
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421X
Pretty Walk 421A/B/C (No EX) A A B B C C
|
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421D
63214C
Powder Snow
63214C |
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Aerial Specials
j.236X
Fleur Freeze (Air) j.236A/B/[B]/C A A B B [B] [B] C 7 EX icicles spawn on random times at random locations. C
7 EX icicles spawn on random times at random locations. |
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Arc Drive
Ephemeral Transience
41236C during MAX/Heat |
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Another Arc Drive
Ephemeral Dream
41236C during Blood heat |
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Last Arc
Cream Puff Dream REM
Aerial EX Shield during Blood Heat |
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Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
All 'normal starter' combos can begin with As unless stated otherwise.
They're ordered based on approximate damage dealt, which (when applicable) assumes that you take the max damage route.
Basic combos
236C Enders
Advanced combos
The brackets 「」 are used to break up repetitions. You can omit their contents from the combo and it will still work.
[1] Works on everyone except Kouma, Miyako, Akihas, Warc (mostly), Hisuis, Satsuki, Lens, Nero and Necos.
Fun combos